My article is about game cultures, this article talks about how the cultural forces active in game production from three aspects: the economic system, the system of technology and the system of culture.
First of all, it gives some examples to show us the trend for computer games and PlayStation’s development. For example, Sony are major operators in the music and film business, but they are also produce PlayStation for many years. The Sony PSX enables the user to play PS2 games, record TV, copy audio, watch DVDs and connect online.
Beside Sony, Microsoft produce digital product as well. This article indicates that, Bill Gates and his work teams produced Xbox because Microsoft were very threatened by Sony dominance of the domestic digital domain, and computer games business is a powerful revenue generator within the global media and entertainment industries.
Recent technology releases have intensified the drive towards game platforms converging with other forms of media use. Kutaragi the CEO of Sony Computer Entertainment predicted of the PS3: “The next-generation PlayStation will probably take the form of a game box, though it will not be a mere game machine.” In early 2004 Microsoft released the Xbox Music mixer designed to expand the Xbox capabilities from DVD, online connectivity, and audio to karaoke performance. There was a competition between Microsoft and Sony to produce their next consoles. Microsoft have spent millions of dollars to get the Xbox 360 to market before the PS3.
This article also gives a statistics to show us that the games we get are generated by a highly sophisticated, highly capitalized media industry. When you buy a new console game, about 35% of the cover price of a console game goes back to the publisher and developer;as much as 30% stays with the retailer, 10% to the wholesaler and a further 10% on marketing, a final unique 15% on each disc is paid as a royalty to the platform manufacturer, like Sony or Microsoft. The 35% that returns to game publishers and producers there is both a cost and profit component, split roughly 50/50. Because of the longer established and more economically successful than any other digital media sector, more and more Media Studies scholars attend to the games industry.
This article talks about the economic system of game production from three parts, the developers, the publishers and the technologists.
First of all,
It describes the developers’ working environment: an open plan office, filled with young men hooked up to computers, many of them wearing headphones, an air of quiet concentration is broken by the occasional whoop of success. The phone almost never rings; communication is by text or email. Lunch is either sandwiches or cheese toasts. They don’t need to dress up. Their working environment seems more relaxed than any other creative media environment. This might look like it is only a description of a culture; but this culture is a function of economics. Because of such a working environment is in fact a highly systematized form of a new kind of global media enterprise.
(I haven’t finish it yet, i have a presentation tmr afternoon, i am so nervous~
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